0.80.2.0 Sound causing Spring to crash - FIXED

0.80.2.0 Sound causing Spring to crash - FIXED

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Somtin69
Posts: 9
Joined: 25 Aug 2009, 08:44

0.80.2.0 Sound causing Spring to crash - FIXED

Post by Somtin69 »

FIXED: Rename /usr/games/doom and put back once Spring has been updated from 0.80.2.0 Thank you very much.

Since the update to 0.80.2.0, loading a game causes spring to crash, right after the "loading unit definitions". All was fine before this update.

I tried removing my .springlobby directory and my .springrc directory in order to reset my settings back to normal, but that didn't work. Any ideas?

infolog.txt:

Code: Select all

LogOutput initialized.
Spring 0.80.2.0
Available log subsystems: mapinfo, CollisionVolume, unit, VFS-detail, VFS, ArchiveScanner, Sound
Enabled log subsystems: Sound
Enable or disable log subsystems using the LogSubsystems configuration key
  or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
[CMyMath::Init] CPU SSE mask: 120, flags:
	SSE 1.0:  1,  SSE 2.0:  1
	SSE 3.0:  1, SSSE 3.0:  0
	SSE 4.1:  0,  SSE 4.2:  0
	SSE 4.0A: 0,  SSE 5.0A: 0
	using streflop SSE FP-math mode, CPU supports SSE instructions
using configuration source "/home/chris/.springrc"
OS: Linux
OS: 32bit native mode
Using read-only  data directory: /usr/games/
Using read-write data directory: /home/chris/.spring/
Using read-only  data directory: /usr/lib/spring/
Using read-only  data directory: /usr/share/games/spring/
Scanning: /usr/share/games/spring/maps
Scanning: /usr/share/games/spring/base
Scanning: /usr/share/games/spring/mods
Scanning: /usr/share/games/spring/packages
Scanning: /usr/lib/spring/maps
Scanning: /usr/lib/spring/base
Scanning: /usr/lib/spring/mods
Scanning: /usr/lib/spring/packages
Scanning: /home/chris/.spring/maps
Scanning: /home/chris/.spring/base
Scanning: /home/chris/.spring/mods
Scanning: /home/chris/.spring/packages
Scanning: /usr/games/maps
Scanning: /usr/games/base
Scanning: /usr/games/mods
Scanning: /usr/games/packages
Video mode set to  1024 x 768 / 32 bit
[      0] SDL:  1.2.13
[      0] GL:   2.1.2 NVIDIA 173.14.16
[      0] GL:   NVIDIA Corporation
[      0] GL:   GeForce 6600 GT/AGP/SSE2
[      0] GLEW: 1.5.0
[      0] Connecting to local server
[      0] Sound: OpenAL info:
[      0] Sound:   Vendor:     OpenAL Community
[      0] Sound:   Version:    1.1
[      0] Sound:   Renderer:   OpenAL Soft
[      0] Sound:   AL Extensions: AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_OFFSET AL_LOKI_quadriphonic
[      0] Sound:   ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_EFX
[      0] Sound:   Device:     ALSA Software on default
[      0] Sound:   Available Devices:  
[      0] Sound:                       ALSA Software on default
[      0] Sound:                       ALSA Software on Intel ICH5
[      0] Sound:                       OSS Software
[      0] Sound:                       Wave File Writer
[      0] Starting demo recording
[      0] Using map DeltaSiegeX.smf
[      0] Recording demo demos/local_20090825_184049_DeltaSiegeX_0.80.2.sdf
[      0] Using script Commanders
[      0] Using mod Balanced Annihilation V7.00
[      0] Using mod archive BA700.sd7
[      0] Became player 0 (team 0, allyteam 0)
[      0] Sound: CSound(): Sucessfully parsed 4 SoundItems from gamedata/sounds.lua
[      0] Parsing unit icons
[      0] Parsing definitions
[      0] Loading all definitions:  3.086000
[      0] You are missing the "ARB_shadow_ambient" extension (this will probably make shadows darker than they should be)
[      0] Loading map informations
[      0] Opening map file
[      0] Loading Map
[      0] Loading detail textures
[      0] Creating overhead texture
[      0] Creating ground shading
[      0] Loading tile file
[      0] Reading tiles
[      0] Reading tile map
[      0] Creating projectile texture
[      0] Number of damage types: 40
[      0] Loading weapon definitions
[      0] Loading unit definitions
[      0] Sound: CSound::LoadALBuffer: unknown audio format: oom
[ 0] Sound: CSound::LoadALBuffer: unknown audio format: oom

seems to be the error, but surely if spring couldn't load the sound it would play on with no sound? I dont use the sound anyway, so if there is a way to disable sound altogether, that'd be great. I have no idea at all to what "oom" is.

BA 6.96 and 9.70 does not work, but Kernel Panic 3.5 works fine.
Last edited by Somtin69 on 26 Aug 2009, 08:00, edited 1 time in total.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: 0.80.2.0 Sound causing Spring to crash

Post by Caydr »

"oom"

rofl

Justa sec I'll try to figure it out...

~~~~

Not sure where you're getting BA 9.7 from, maybe you're thinking 6.97?

I have a couple theories. There are two major differences between KP and BA: BA has a lot more sound effects, which is probably immaterial, and BA uses a custom sounds file called sounds.lua while KP does not.

There might be some rare problem related to the handling of sounds.lua, or it's also possible (less likely) that there's a problem related to the handling of WAV files, or a specific type of WAV file. I'm uploading a couple of slightly modified versions of BA 7 right now that can help diagnose the problem.

My upload speed is pathetic though, it'll take a few minutes.
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: 0.80.2.0 Sound causing Spring to crash

Post by Auswaschbar »

Workaround: rename or move /usr/games/doom
Undo after next release
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: 0.80.2.0 Sound causing Spring to crash

Post by Caydr »

File upload's probably not going to work unless I use a proper FTP connection... Auswaschbar's solution work for you?
Somtin69
Posts: 9
Joined: 25 Aug 2009, 08:44

Re: 0.80.2.0 Sound causing Spring to crash

Post by Somtin69 »

ah BA 7.00 rather. Don't know where I got 9.7 from >.<

Rename /usr/games/doom? o.O Seems like a strange fix.

And OMG. It actually fixed it. Thank you very much.
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: 0.80.2.0 Sound causing Spring to crash

Post by lurker »

Auswaschbar wrote:Workaround: rename or move /usr/games/doom
Undo after next release
Come on, you can't just say something that interesting and not give details.
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: 0.80.2.0 Sound causing Spring to crash

Post by Auswaschbar »

lurker wrote:
Auswaschbar wrote:Workaround: rename or move /usr/games/doom
Undo after next release
Come on, you can't just say something that interesting and not give details.
In BAs unitdef, there is a entry for a sound called "doom". Due to a bug in the code, if the file doom exists, it will use it for this sound, otherwise autocompletition takes place so it becomes "sounds/doom.wav". "/usr/bin" happens to be a read-only datadir cause of the portable mode.

The bug was in particular, that it was only checked if this file exists, not if it is an actual soundfile.
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